Hi all,
I've got a relatively straightforward celestial setup. I've got a planet node mapped with a color and displacement texture of the moon. It's lit with several Sunlight nodes and the rendered frames looks nice and clean with no artifacts. At a certain point in the frame range I have to animate the Y-centre coordinate to make the moon change position in the frame. As soon as that happens, the displacement on the surface of the moon starts breaking/popping. It's very visible and somehow has to be resolved. Does anybody have a clue how to get rid of this? The attached .gif contains a 3 frame example of the issue.
Moon.gif
Many thanks for your insights.
Is "translate textures with planet" enabled in the planet node?
Yep. Translate and Rotate.
Did you animate the Y-position of the textures as well? (Supposing you use spherical projection with Y = planet node's Y)
Yeah that seems to be it...at least, for me the following works:
1) set "translate textures with planet"
2) copy planet position animation to image map shaders
Counter-intuitive at least, if not paradoxical and/or wrong behavior...
I had such a problem in the past. Looked like there is something wrong.
Since then i just translate all the displacement nodes as the same as the planet and-or just cheat- move only the camera and comp later.
But that depends on the scene of course.
Thanks guys, I'll give that a try later today and report back with my findings.
Hm.. so I tried it, but as I suspected, it is not the correct solution. Because what happens when you animate the position attributes of the Image map shader, is that the map then slides over the surface of the planet as the planet itself translates.
Can you upload a basic TGD example here?
Quote from: Kadri on June 09, 2020, 12:06:07 AMCan you upload a basic TGD example here?
I'm afraid not as it is unreleased commercial work.
I'm looking into the 'Stabilize Ray Detail in Motion' attribute right now. It seems to lessen the popping a bit.
How about when you do NOT set translate/rotate with planet, but do animate the spherical texture same as the planet? That seems the most logical to me, as they're independent then. The translate might be added to the texture translation somehow...
Not sure if they could help but have a look at these links please.
https://planetside.co.uk/forums/index.php/topic,18917.msg184632.html#msg184632
https://planetside.co.uk/forums/index.php/topic,18917.msg184792.html#msg184792
Not sure but you problem kinda reminds me like my problem that you see in the last link above.
Quote from: DutchDimension on June 09, 2020, 01:28:10 AMI'm looking into the 'Stabilize Ray Detail in Motion' attribute right now. It seems to lessen the popping a bit.
And that's a big fat nope. Made no difference at all.
Quote from: Dune on June 09, 2020, 02:14:42 AMHow about when you do NOT set translate/rotate with planet, but do animate the spherical texture same as the planet? That seems the most logical to me, as they're independent then. The translate might be added to the texture translation somehow...
Hi Dune, I tried that earlier. No dice. All it does is slide the textures over the surface of the planet.
Quote from: Kadri on June 09, 2020, 02:19:10 AMNot sure if they could help but have a look at these links please.
https://planetside.co.uk/forums/index.php/topic,18917.msg184632.html#msg184632
https://planetside.co.uk/forums/index.php/topic,18917.msg184792.html#msg184792
Not sure but you problem kinda reminds me like my problem that you see in the last link above.
Thank you Kadri. I'll try and find some time to dig through it. Unfortunately I'm quickly running out of time trying to get this simple shot to work. And this has been 'Terragen in production' in a nutshell for me over the years. Get somewhere 80-90% of the way only to come across a massive roadblock causing you to waste a full day (or more) trying (and often failing) to find a solution. So frustrating.
With atmopshere and clouds it used to be the case that you had to break a connection and relink to shift the textures to the new location. I have the impression that that has been solved, but maybe not entirely and there's a way to animate that; breaking and relinking for every frame. But I have no idea if that can be animated at all, the breaking.
Danny, I'm surprised that it does not work, because it seems to work fine for me.
I have attached the .tgd of my attempt for you to inspect.
Only thing you need to do is load your texture into that one imagemap shader.
I'll see if I can encode the 120 frame animation I made using this .tgd, but Virtualdub is stubborn with codecs as for now...
Honestly it kinda looks like the planets displacement is just being sampled differently at a different place because of quality. If the map was actually moving (or staying still while planet moves), wouldn't the colour map start clipping/moving too?
It's also probably far less work to just use your camera to simulate movement, considering there is nothing else to distinguish depth and movement from a fixed position rather than simulating the planet moving.
Quote from: WAS on June 09, 2020, 01:12:36 PMIt's also probably far less work to just use your camera to simulate movement, considering there is nothing else to distinguish depth and movement from a fixed position rather than simulating the planet moving.
I would be tempted to do that if it was just me on the shot. But in big project multi-team productions one rarely has the option to do that.
The moon has to be in a sub-pixel accurate place in order to work correctly with the other (non-TG) elements in the scene. In this case the FX dept need to be able to work with a placeholder for the moon and if it's not in the correct place because I faked it with off-setting the camera, they'll come knocking. ;D
Also, should the layout department issue a new camera update (not too uncommon), I'd have to mess around with it again.
Anyway, my latest suspicion is that it might be an artifact of me having scaled down the Planet node. I've run out of time (and patience) to investigate this further.
Quote from: Tangled-Universe on June 09, 2020, 03:01:43 AMDanny, I'm surprised that it does not work, because it seems to work fine for me.
I have attached the .tgd of my attempt for you to inspect.
Only thing you need to do is load your texture into that one imagemap shader.
I'll see if I can encode the 120 frame animation I made using this .tgd, but Virtualdub is stubborn with codecs as for now...
Thanks Martin. When I have some more time I will have a look at it closely. For now, I've got other shots to finish. Maya + Arnold it will be for now though. Much faster. ;D
Yes I understand Danny, it's the other way around I guess :p
Simple things in Maya are a mystery to me, while you know it at the back of your hand.
Anywayyy....here's what I rendered quickly with the setup I shared.